[Discuss] Changing the definition of cheating
Aaron Bennett
abennett at systemspoet.com
Wed Oct 11 19:21:36 CEST 2006
Tom wrote:
> We also might have to add a list of things that are not allowed, but
> we can't disable them in the game code (like the OOC banning example).
>
I like the simplicity. But I don't like that you'll need a 50 item list
of exceptions to handle the capitol move thing, realm mergers, IC
banning someone because they are inactive (game mechanics allow it and
unless you code up an AI agent in php that can parse the "reason for
ban" box it would be hard to stop), etc.
Do you intend to allow strategic capitol relocation, for example? If
not do you intend to figure out some way to code "you can move your
capitol if it's an in-game in-character decision that makes sense from a
RP perspective and not for strategic reasons" ? Of course a simple
solution to that problem is codeable: 'you shouldn't move your capitol
while you are at war; people will revolt. Do you really want to do
this?' followed by reducing all regions to province and having the old
capitol (and regions in its duchy, etc, immediately turning rogue).
In general, if you are willing to put up with all sorts of actions which
will piss you off until you code up specific exceptions, it's a much
better way of handling things.
The realm merger is another interesting topic... you can't code "if you
pretend to be at war but don't really mean it." Or you could just allow
realms to merge, same thing, giant problems with all regions and instant
undead/monster infestation, 'new' realms' relations are fixed at war
with all adjacent realms, troopleaders aren't able to recruit for a
month due to confusion about where the capitol is, all wine in the realm
turns to vinegar so 'entertain the troops' no longer works, a giant
kracken attacks from the seas and all of your cows stop producing milk...
But you'll either be tolerating a lot of shit or spending a TON of time
coding up 'anti asshole' exceptions.
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